Backgammon variant

Nackgammon · by Nack Ballard

Invented by Nack Ballard — the world's top-ranked player from 1999 to 2005 — Nackgammon changes exactly one thing: the starting position. Two checkers slide back to the 23-point, every game opens with deep anchors on both sides, and the simple early race that decides many standard games simply never happens.

At a glance

OriginNack Ballard, USA — a favorite of tournament players and students of the game
Players2, with 15 checkers each
Doubling cubeYes — full standard cube rules
HittingYes — standard
Starting position2 on the 24, 2 on the 23, 4 on the 13, 4 on the 8, 3 on the 6 (pip count 196)
Why play itMore complex openings, longer contact, measurably less luck-dominated

How Nackgammon plays

Every rule of standard backgammon applies — dice, hitting, the bar, the doubling cube, gammons and backgammons, and the bear-off. The only change is the setup: each side starts with two checkers on the 24-point and two on the 23-point (instead of four checkers deep), plus four on the midpoint, four on the 8-point, and three on the 6-point.

Those two extra back checkers raise the starting pip count from 167 to 196 and guarantee that both players begin with a deep anchor already made. Nobody can win Nackgammon with a lucky early sprint — the back checkers must be extracted through real contact.

How strategy shifts

  • Priming gains value. With four back checkers a side to trap, a good prime harvests more than in standard play.
  • Back games are respectable. The 23-anchor start means back-game and holding-game structures arise naturally rather than as salvage operations.
  • Opening theory is its own world. Standard opening-roll tables do not transfer — with builders redistributed, different points beckon. Working out the differences is half the fun.
  • Cube discipline matters more. Longer games mean more cube decisions per game; sharpen up with cube theory.

Serious players use Nackgammon as a training format precisely because it is less luck-dominated: more decisions per game, more contact, fewer pure races.

How Nackgammon differs from standard backgammon

AspectStandard backgammonNackgammon
Starting position2/24, 5/13, 3/8, 5/6 — pip count 1672/24, 2/23, 4/13, 4/8, 3/6 — pip count 196
Back checkersTwo, on the 24-pointFour, split across the 24 and 23 — a ready-made deep anchor
Early gameRacing escapes are commonContact is guaranteed; back-game and holding structures appear from move one
Luck vs skillSignificant dice swing in short sessionsThe longer contact phase gives skill more room to tell
Everything elseMovement, cube, gammons, bear-offIdentical — one setup change only

New to the game? Start with the standard backgammon rules, browse the other variants, or look up any term in the glossary.